P+ - Bowser - Subaction - Attack11

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Stats

IASA: 20
Hitboxes active: 5-7
Hitbox set 0 hits: 5
Subaction Index: 0x48

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:5-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 6 45 0 91 65 Slash Slash 9 4 4
0 1 6 45 0 91 75 Slash Slash 9 4 4
0 2 6 20 0 91 83 Slash Slash 9 4 4

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 65, wdsk: 45, kbg: 91, shield_damage: 9, bkb: 0, size: 4.3, x_offset: -7.2, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 75, wdsk: 45, kbg: 91, shield_damage: 9, bkb: 0, size: 3.91, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 83, wdsk: 20, kbg: 91, shield_damage: 9, bkb: 0, size: 3.91, x_offset: 7.2, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(10.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(19.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(3753)
  3. SoundEffect1(55)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }